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Phantom Brave
Phantom Brave
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Phantom Brave
DeveloperNippon Ichi Software[a]
Publishers
Directors
  • Yoshitsuna Kobayashi
  • Shinichi Ikeda
  • Takeshi Hasegawa
Producers
  • Haru Akenaga
  • Sōhei Niikawa
DesignerYoshitsuna Kobayashi
ProgrammerYoshitsuna Kobayashi
ArtistTakehito Harada
WriterSōhei Niikawa
ComposerTenpei Sato
Platforms
ReleasePlayStation 2
  • JP: January 22, 2004
  • NA: August 31, 2004
  • EU: February 4, 2005
Wii
  • JP: March 12, 2009
  • NA: August 14, 2009
PlayStation Portable
  • JP: October 28, 2010
  • NA: August 3, 2011
  • EU: September 3, 2011
Windows
July 25, 2016[1]
Switch
  • JP: August 26, 2021
  • WW: August 31, 2021
GenreTactical role-playing game
ModeSingle player

Phantom Brave[b] is a tactical role-playing game for the PlayStation 2 video game console, developed and published by Nippon Ichi Software. It was released on January 22, 2004 in Japan, on August 31, 2004 in North America and on February 4, 2005 in Europe. The North American release was the first game published by NIS America. The game shipped in two "editions", Normal and Special. The Special edition came with a free soundtrack and shortened instruction manual.

An expanded remake for the Wii console, titled Phantom Brave: We Meet Again,[2] was released on March 12, 2009 in Japan.[3] A North American release by NIS America was originally set for June,[4] but was delayed to August 14 to include dual audio and as a result of manufacturing issues.[5][6] In addition to the Wii game disc, NIS America included a DVD which contains official artwork and both animated and non-animated sprites.[5]

The game was ported to the PlayStation Portable with added features under the title Phantom Brave: The Hermuda Triangle. Siliconera teased gamers with a "puzzlehunt", giving them the quote "Maybe that means thank you?"[7] This puzzlehunt eventually came to be the announcement that Phantom Brave: The Hermuda Triangle was set for release in North America and Europe. While US players got both PSN and UMD versions of the game, players in Europe were only offered the downloadable PSN version.[8]

The game was ported to Steam on July 25, 2016. The PC version has all of the added content in both We Meet Again and The Hermuda Triangle. It was also released on August 31, 2021 on Nintendo Switch and PC as part of the Prinny Presents NIS Classics Volume 1 compilation. A sequel, titled Phantom Brave: The Lost Hero, was released on January 30, 2025.[9] A remaster of The Hermuda Triangle for PlayStation 5 was released on November 7th, 2024.[10]

Plot

[edit]
A typical cut scene

The protagonist of Phantom Brave is a 13-year-old girl named Marona. Marona lives on Phantom Isle in the oceanic world of Ivoire with a phantom named Ash. While he was still alive, Ash worked alongside Marona's parents Jasmine and Haze as a Chroma, a sort of bounty hunter or adventurer for hire. On an assignment on the Isle of Evil, a fragment of a malevolent being known as Sulphur attacked the group, mortally wounding them. Using the last of his life energy, Haze attempted to revive the party after the battle. However, there was only enough life left in him to bring Ash back as a phantom. Haze and Jasmine's dying wish was for Ash to watch over their then infant daughter Marona.

Marona is the only one able to see Ash in phantom form. This is primarily because of her unique ability, Chartreuse Gale. This ability not only allows her to see and interact with phantoms, but bind their souls to various objects to grant them a temporary body, using the skill "Confine". Using this power she can summon Ash and other phantoms to the world of the living to aid her in her own endeavors as a Chroma, similar to the work done by her late parents. Because she possesses the ability to see and speak with the dead, many assume that she is either controlled by or cooperates with evil spirits, and are afraid to even interact with her, much less employ her for Chroma work. In the early portions of the story, people who offer Marona employment would rescind any rewards upon completion once they discover that she was a phantom-possessed Chroma.

As she continues her Chroma work, Marona's path crosses with that of a man named Walnut. Walnut prides himself on his status as a Chroma Oxide, one who secretly follows a Chroma on their mission and steals the reward for their work. Walnut regularly tries to meddle in Chroma-related matters involving Marona, but is rarely successful. As they continue their work, Ash and Marona also meet a sickly young girl named Castille. Unable to walk for most of her life, Castille has been unable to go out into the world and make friends. However, after helping Castille's family on an assignment, Marona and Castille become friends. Marona leaves Putty (a mischievous nature spirit found on an assignment) with Castille to keep her company when Marona is unable to do so.

Signs of Sulphur returning to Ivoire in full force become more apparent. Earthquakes increase in frequency and monsters plague the land, with lesser forms of Sulphur known as Wraiths appearing to attack Ash and Marona. Marona and Walnut are forced to team up, and it is revealed that Walnut is Castile's older brother who has been stealing money from Chromas in an effort to pay Castile's hospital bills so that she can be cured of the sickness that keeps her bedridden. Ash and Marona meet more people who are aware of the signs signalling Sulpher's return and are making preparations to meet Sulpher in battle, if necessary. Among these individuals are Raphael, a renowned knight from a legion known as the Nine Swords of Ivoire, and Sprout, a renegade soldier whose family was killed by Sulphur many years earlier. While Sprout seems to side with Ash in this fight, he is hellbent on the destruction of Sulphur at all costs.

As preparations for the final battle are made, Ash and Marona return to the Isle of Evil and find Raphael is possessed by Sulphur. Marona's team of phantoms is forced to engage Raphael in a duel. After Raphael is too injured to continue and comes back to his senses, he entrusts Ash with Heliotrope, his sacred sword, for use in their battle against Sulphur. At the center of the island lies a portal from which Sulphur is entering the world, and upon the heroes' arrival they expect to engage in combat with Sulphur. However, they are intercepted by Sprout. Having gone mad from the dark power that he has stolen from the minions of Sulphur that he killed and by Sulphur's increased influence in the area, Sprout attacks Ash and Marona. When he loses to Ash he kills himself with his sword, Shiva, in an attempt to stop Sulphur within him, but Sulphur materializes anyway.

Ash and Marona battle it out with Sulphur, but in spite of their best efforts, Sulphur is merely weakened and is still attempting to enter into Ivoire. Walnut appears and sacrifices his own life to sever the portal between Ivoire and Sulphur's domain.

Gameplay

[edit]

Phantom Brave is a tactical role-playing game with battles that take place on an isometric board. Marona dispatches her phantom allies by confining them to objects on the field, such as trees, grass, rocks, and flowers. Different objects grant different stat bonuses to the characters that are confined to them, making it advantageous to confine certain characters to certain things. A soldier, for example, often benefits from the stat bonuses found on a rock because of his physical combat abilities, whereas a witch works better when summoned out of a flower or another object that increases its magical abilities. Up to 14 phantoms can be dispatched during any given battle, but the phantoms can only be confined to the physical world for a particular number of turns. The number of turns that a character can stay confined is based upon their class. For example, a witch can stay on the field for three turns, while a soldier lasts eight. While a high confine is desirable for continuous use of the character, a low confine number is actually advantageous if the player intends to either reuse the item to confine another phantom or take items back from the battlefield permanently, or for bomber units. Depending on their class, each phantom has a certain chance of acquiring the item he is confined to, bringing it back to Phantom Isle when the battle is won.

A typical battle sequence; Ash is attempting to attack an Amazon with the "Subtle" title.

Phantom Brave has a gridless system in which each character can move a certain number of dm in each turn. The terrain also has traction and pliability characteristics, which affect how long characters continue to slide along after they stop moving and how high they bounce when the character jumps down from a ledge. On slippery surfaces, it is possible to make the characters "ice skate" by moving very short distances (consuming few dm) and letting them slide to their destination. In addition, the hold and throw system inherited from Disgaea: Hour of Darkness allows characters to pick up and throw objects and even other characters (including allies) toward a desired location.

Unlike most tactical role-playing games, the border of the battle maps do not have barriers around their edges. Most characters and objects can be thrown off, hit off, fall off, or slip off of the field of battle and sent O.B. (out-of-bounds). Characters and objects that are O.B.'d are gone for the rest of the battle. When an enemy is O.B'd, the level of each of the remaining enemies rises by one, so the player can trade a large force of weak enemies for a smaller number of stronger ones. If the enemy's HP is reduced to zero before it is thrown out of the stage, its allies will not be granted a level up. The last enemy on the map cannot be thrown O.B., and Marona's team members do not gain levels for falling out of bounds.

All characters and weapons accumulate "mana" (a magical currency for increasing a character or weapon's abilities) whenever they kill an enemy. This mana can be spent to fuse two characters together, an item into a character, or an item to an item. Fusion increases the level cap of the beneficiary by the level of the consumed item or character. By spending mana, the player can improve equipment percentages (stat bonuses given to characters who equip the item or character) and confine percentages (bonuses to characters confined in the item on the field), and even transfer skills to the beneficiary. In Phantom Brave, weapons have a much greater effect on a character's stats than their natural affinity. The maximum obtainable character level is 9999.

While on Phantom Isle, a character class called Dungeon Monk can be asked to create a random dungeon. Some characteristics of the dungeon can be seen before creation, including the type and general number of enemies present, the floor conditions, and if the use of equipped weapons is restricted or not. Dungeons also have titles, which are applied to every enemy in the dungeon. As the floors of the dungeon are cleared, the title of the dungeon will improve. These titles can later be removed and placed on player characters or weapons to alter their stats. Random dungeons can also be retitled. A popular leveling trick is to give a random dungeon the "failure" title, allowing the player to beat hordes of high level enemies easily. Random dungeons tend to take the form of a linear series of floors, although occasionally a floor may have a special named layout (for example, "Self-Styled God" floors have a stronger enemy in the center of a terraced layout). These floors occur randomly and confer an extra bonus upon completion. Unlike in Disgaea, where to descend to the next floor one may merely move a character to a certain panel, in Phantom Brave one must defeat all the enemies present to continue. To leave a random dungeon, one must either clear every floor, or use a Dungeon Monk's Return skill, which costs money proportional to the current depth.

While between battles, Marona can return to her home; Phantom Island, where she can summon (create) new phantoms to aid her in future battles. The player starts off by being able to create characters from a limited selection of classes, but each class of enemy that is defeated in battle is added to the selection of phantoms the player may summon. Summoning phantoms requires only a nominal fee, but new phantoms always join at level 1 no matter when they are summoned. Marona's phantoms populate the island, and the player can converse with them. Many classes have a special utility on the island; Merchants sell items, Healers can recover the damage that units have sustained Fusionists can combine characters and items, Witches allow the player to reorder a character or weapon's spells and skills, and Blacksmiths combine mana with weapons to either level them up or to awaken latent skills hidden in the weapon. Phantom Isle hides several secret items and character classes, such as the Changebook, which allows the player to switch the character they explore the map with.

Phantom Brave has a series of extra maps following the main storyline. These post-game maps offer more powerful enemies and feature cameos by some members of the cast of the Disgaea games as enemies. After defeating these characters they will join the player's pool of playable characters as "phantom doubles". While the first couple of extra maps can be completed immediately after the main story, the later extra maps are very difficult and require a large amount of time invested into the game to be spent leveling characters and fusing weapons before they can be completed.

Characters

[edit]
  • Marona

The main protagonist of the game. Marona is a 13-year-old girl who has the ability to see and communicate with phantoms, a set of abilities collectively known in-game as "Chartreuse". This power enables her to make a living as a Chroma, a kind of adventurer-for-hire, despite being at such a young age, but it also makes her feared and shunned by other people, many thinking that she is possessed. She lost her parents when she was five, but Ash, a friend of her parents and a former Chroma-turned-phantom, came back to protect Marona after the demise of her parents and himself.

  • Ash

Ash is the phantom of a young man who protects Marona. When he was alive he worked alongside Marona's parents as a Chroma. After dying along with them, he found himself stuck between life and death, thanks to the efforts of Marona's father. He has since sworn to watch over and protect Marona, feeling that he owes Marona's parents for being the only one to "survive" their unfortunate demise. He is usually careful and well-intentioned, if overprotective of Marona, but is sometimes known to frighten the unwary when he accidentally speaks aloud while concealed in his phantom form. He frequently objects to Marona's selfless behavior.

  • Bijou

A werewolf who impersonates Raphael of the White Wolf Army in order to steal from people who have heard of Raphael's renowned fighting prowess. He later returns in the Sand region under the influence of Sulphur, which fuels his impersonation into a belief that he really is Raphael. After he is defeated again, he is shown to be a member of the Raven clan, the Fighting Beasts, under Captain Drab. Bijou, along with many other characters that show up in the original game's story, is a playable unit in the Wii and PSP exclusive side story "Another Marona".

  • Walnut

A Chroma Oxide, a person that makes a living by waiting for a Chroma to near the completion of their assigned job and then takes proof of the work's completion in order to steal the reward. Willing to do anything and step on anyone to achieve his goals, Walnut is the older brother of Marona's newfound friend Castile, and puts aside his Chroma Oxide earnings to pay for an operation for her. Walnut's power, "Psycho Burgundy", is the same power utilized by the legendary hero Scarlet the Brave, and is fueled by burning the wielder's soul to create a powerful energy. An alternate universe version of Walnut joins Marona and company as a playable character in "Another Marona", a side story that is exclusive to the Wii and PSP versions of the game. Walnut also makes an appearance in another NIS game, Soul Nomad.

  • Castile

Castile is a young wheelchair-using girl, whose family was rich before spending most of their fortune on her treatments. She is kidnapped by minions of Sulphur, but rescued by Marona and Ash. Castile learns about Marona's ability to see phantoms, and meets with Ash, and she and Marona become best friends as the events of the story unfold. According to an after-game bonus map in the PS2 game Makai Kingdom: Chronicles of the Sacred Tome, Castile eventually recovers from the sickness that keeps her in bed and becomes healthy enough to fight alongside Marona, while searching for signs that her brother Walnut may still be alive.

  • Sienna

Sienna is a beautiful and elegant businesswoman who owns Phantom Isle, Marona's home. She is generous and polite to a fault, but her calm demeanor holds a few secrets. Even her assistant, Murasaki, is clueless as to Sienna's true motivations, or what it is about Phantom Isle that makes it so important to her. Besides Phantom Isle, Sienna owns an immense Bottle Mail factory. It is later revealed that she was the legendary hero Scarlet the Brave before she was severely wounded in her battle with Sulphur, and that she gave up being a famed warrior to live a calm life of relative obscurity.

  • Sprout

A fierce and powerful 85-year-old man whose family was slain by Sulphur's hand 30 years ago. Once the famed wielder of a holy sword, he has sworn to kill Sulphur and avenge his family, turning to the use of dark powers in order to achieve his revenge. He is the former mentor of Raphael, and one of the warriors known as the 9 Swords of Ivoire. His signature technique is the power "Dark Eboreus". An alternate version of Sprout joins the player's party in "Another Marona".

  • Raphael

Leader of the White Wolf Army; a group of Ravens (a large team of professional demon slayers), Raphael is one of the warriors known as the 9 Swords of Ivoire. He is first seen in the quest to find the rainbow bird. His signature technique is called Heliotrope Blade. An alternate version of Raphael fights by Marona's side in the Wii and PSP exclusive side story, "Another Marona".

  • Count Malt

A dignified old Scrabbit with a mustache that sends Marona on a search for Scarlet the Brave.

  • Sulphur

The story's main antagonist and a powerful demon that periodically threatens the world of Ivoire. The very thought of his return causes chaos and widespread panic across all of Ivoire. His power possesses a number of characters throughout the game. After his defeat, Sulphur returns to Ivoire in a bonus battle on the Island of Evil. Another optional battle in the PS2 game Soul Nomad & the World Eaters reveals both how Sulfur came back to Ivoire and Walnut's fate after Phantom Brave's final battle.

"Another Marona" characters

[edit]

These characters were originally introduced in Phantom Brave: We Meet Again for the Nintendo Wii (and its PSP port, Phantom Brave: The Hermuda Triangle), in the new campaign "Another Marona".

  • Carona

The Marona of an alternate reality, she shares the same phantom-related Chartreuse powers that the original Marona has. In order to avoid confusion amongst the people of this reality's world she goes by the name 'Carona' instead. Whereas Marona is both carefree and optimistic, Carona is usually serious and pessimistic, although she does show a twisted sense of humor. Her goals and intent are both unknown, and she mostly keeps to herself when she's not training Marona and company for their upcoming battle with Sulpher. Carona appears in Ivoire just after a mysterious veil of darkness claimed the lives of all of the peoples of Ivoire, save Marona.

  • God Eringa

A powerful character that appears alongside Carona, this bearded mushroom creature claims to be God. He entices Marona and company to work in his interest under the proposal that if they can defeat Sulfer within a certain number of days, he will revive all of the people who were felled by the darkness that swallowed Ivoire. During the final battle of "Another Marona" it is revealed that he is actually the fabled Merchant of Death, and was responsible for the spreading darkness that killed everyone.

Other characters

[edit]

Four characters that originate from the Disgaea series (Laharl, Etna, Flonne, and Vyers) become playable characters upon completing certain post-game content. Myao, one of Marjoly's henchwomen from the Marl Kingdom series game Rhapsody: A Musical Adventure, also makes a playable cameo.

Reception

[edit]

The game received "generally favorable reviews" on all platforms except the PSP version, which received "mixed" reviews, according to the review aggregation website Metacritic.[11][12][13][14] Nintendo Power gave the Wii version a favorable review, nearly two months before its U.S. release date.[27] Edge gave the original game a score of seven out of ten, saying, "Nippon Ichi's disregard for the cult of stagnated updates is at once exhilarating and unnerving. It's exhilarating because it leaves the player wondering exactly where these craftsmen of the strategy minutiae will go next, and it's unnerving because Phantom Brave's reworking is a bridge too far for all but the most dedicated of videogame strategists."[36] In Japan, Famitsu gave it a score of 33 out of 40 for the original game,[17] and 32 out of 40 for the PSP version.[18]

Michael Lafferty of GameZone gave the original game a score of 7.8 out of 10, calling it "A mixed bag that goes from simple (and a tad frustrating) to thoughtfully compelling in the combat."[37] Later, however, Michael Knutson gave the Wii version 7.9 out of 10, calling it "a very interesting game that players will love to get their hands on. This game offers numerous hours of playtime and is one of the most 'hardcore' games on the Nintendo Wii. Even though this game has a few pitfalls, overall players will enjoy the experience it offers."[38]

Notes

[edit]

References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Phantom Brave is a tactical role-playing video game developed and published by Nippon Ichi Software for the PlayStation 2 console. It was first released in Japan on January 22, 2004, followed by North America on August 31, 2004, and Europe on February 4, 2005. The game centers on Marona, a young orphan girl known as a Chroma who can communicate with and summon phantoms to aid in battles against demons and other threats. Set in the world of Ivoire, a collection of tropical islands inhabited by humans, anthropomorphic animals, and other beings, the story follows Marona and her phantom guardian Ash as they undertake jobs to help island inhabitants while facing due to her abilities. Marona's goal is to earn enough money to purchase the distant Phantom Isle, where she hopes to live peacefully, but her adventures reveal deeper conflicts involving political intrigue and supernatural forces. The game's innovative gameplay revolves around a free-movement battle system without grids, where players summon phantoms by confining them to environmental objects like rocks, swords, or grass, each granting unique stat bonuses or abilities such as increased strength or magical power. Phantoms have limited turn durations before fading, requiring strategic planning for summoning and fusions to create powerful units. There are no random encounters, and the game emphasizes character customization, with over 100 hours of content including side stories and optional challenges. Phantom Brave has been ported to additional platforms, including in 2009 as Phantom Brave: We Meet Again..., in 2010 as Phantom Brave: The Hermuda Triangle, and Windows via in 2016, with enhanced resolutions and extra content. A remastered version is included in Prinny Presents NIS Classics Volume 1 for , released in 2021. A further remaster of Phantom Brave: The Hermuda Triangle for was released on November 7, 2024. The title is part of Nippon Ichi Software's lineup of strategy RPGs, following successes like , and has influenced later entries in the series, such as the sequel Phantom Brave: , released in 2025 (January 30 for consoles, April 24 for PC).

Story

Setting

The world of Phantom Brave is set in Ivoire, an oceanic realm composed of numerous scattered islands inhabited by humans and other beings. In this fantasy setting, the living coexist uneasily with phantoms, the lingering spirits of the deceased who remain bound to after . These phantoms, such as the guardian spirit Ash who perished in battle, can only interact with the living through rare individuals capable of perceiving and summoning them. Chroma serve as specialized phantom summoners in Ivoire, functioning as freelance mercenaries who accept contracts to resolve conflicts and aid inhabitants by calling upon these spirits. A Chroma like the young Marona can confine phantoms to inanimate objects—such as swords, bottles, or even the ground itself—to grant them temporary form and abilities for assistance. This practice underscores the societal tension in Ivoire, where the ability to commune with the dead often leads to and , isolating those gifted with such powers. Central to the lore is Sulphur, the Lord of Terror, a malevolent demonic entity originating from another dimension that embodies evil, corruption, and widespread destruction. Thirty years prior to the main events, Sulphur ravaged Ivoire, leaving a legacy of death and instability that continues to influence the islands' inhabitants and summonings of monstrous threats. Its influence represents an ever-present antagonistic force, corrupting the balance between the living world and the spiritual realm. The narrative themes revolve around isolation, as characters like Marona face rejection for their phantom affinities, fostering a sense of amid a fragmented . Redemption emerges through acts of selfless , allowing the shunned to prove their worth and alter perceptions. At its core, the story emphasizes the enduring bonds between the living and the dead, highlighting protective relationships like that between Marona and her phantom companion, which transcend mortality and drive personal growth.

Plot

Phantom Brave's plot follows Marona, a 13-year-old with the rare ability to communicate with and summon phantoms, and her Ash, as they accept requests via Bottlemail to resolve conflicts across the scattered islands of Ivoire while evading societal for her "cursed" powers. Marona receives job requests through mysterious Bottlemails washed ashore, allowing her to help inhabitants while saving money to buy her rented home on the isolated Phantom Isle, but their reputation as the "Possessed One" and her phantom companion forces them into a nomadic life of proving their benevolence through deeds. The narrative unfolds episodically across multiple chapters, each centered on a distinct island crisis—such as undead infestations, monstrous invasions, or internal betrayals—that ties into broader threats from Sulphur's influence, including ambitious figures seeking forbidden power. Key encounters include the rival Chroma Walnut, who starts as an antagonist but aids in key confrontations, and the ill girl Castile, who becomes a friend after Marona helps her family. These encounters escalate into direct clashes with dark forces, unveiling the origins of Marona's powers: her abilities emerged from the trauma of her parents' death and Ash's sacrificial stand against an ancient evil entity during her childhood. As the story progresses, Marona grapples with isolation and self-doubt, bonds with summoned phantoms who share her struggles, while Ash's unwavering highlights their deep emotional tie. The overarching arc builds to a climactic confrontation against Sulphur, the Demon God from the X-Dimension who was sealed long ago but now threatens to consume Ivoire through corruption and chaos unleashed by . The resolution emphasizes themes of sacrifice, as characters confront personal losses and societal rejection, ultimately affirming Marona's path toward acceptance and heroism.

Gameplay

Battle system

The battle system in Phantom Brave is a turn-based tactical framework presented in an isometric view, where players command units on dynamic battlefields to defeat enemy forces within a limited number of turns. Unlike traditional grid-based strategy RPGs, battles occur without a fixed grid, allowing for fluid positioning and strategic depth through free movement and environmental utilization. Units can move freely within a designated radius during their turn, represented by a visible circle on the , enabling precise maneuvering around obstacles and enemies to optimize attack angles and avoid hazards. Many attacks feature area-of-effect (AOE) properties, which encourage careful positioning to maximize damage on groups of foes while minimizing , as strikes can impact multiple targets in a radius or line based on the ability used. Phantoms can also throw objects, allies, or enemies to fuse units temporarily, relocate hazards, or exploit positioning. Turn order is determined by each unit's speed statistic, creating an initiative system where faster characters act earlier in the sequence, allowing players to anticipate and react to enemy movements in real-time planning. This mechanic promotes tactical decision-making, as players must balance summoning and action priorities to maintain momentum against opponents who may interrupt with their own swift turns. Basic actions available to units include direct attacks, using consumable items for healing or buffs, and activating special abilities that consume skill points (SP) tailored to the unit's class. Special abilities range from elemental spells to status-inflicting strikes, and include combo attacks between allied phantoms, which require specific positioning and timing to execute joint maneuvers like "1-Way Ticket" for enhanced multi-target damage. Environmental interactions add layers to , with many objects on the being destructible to remove enemy advantages or create new opportunities, such as breaking barriers that boost foe defenses. Elevation effects, including slopes and raised platforms, influence movement range and attack efficacy, often slowing units on inclines or granting bonuses to attacks from higher ground, requiring players to exploit for superior tactical positioning.

Phantom mechanics

The phantom mechanics in Phantom Brave center on a distinctive summoning and confinement system that defines the game's tactical depth. Phantoms, ethereal allies stored within the Chroma Gate on Phantom Isle, are summoned exclusively by Marona through her innate ability to bind them to physical objects scattered across the . This confinement process requires Marona to select an available phantom and an eligible object—such as a for melee enhancement or an animal for mobility boosts—transforming the object into a vessel that manifests the phantom with altered capabilities. For instance, confining to a typically amplifies strength and attack stats, while natural elements like trees might improve defense or elemental resistance, encouraging players to exploit environmental interactions for optimal positioning and combat effectiveness. Confinements are temporary, lasting a number of turns equal to the phantom's Remove stat, which varies by class (typically 3-5) and can be enhanced through fusions or titles, after which the phantom automatically dissipates if not withdrawn manually, removing it from the battle and preventing resummoning until the mission concludes. This turn limit introduces risk, as dissipation can occur mid-engagement, potentially disrupting formations or leaving vulnerabilities exposed, thus demanding precise timing in deployments. The system supports diverse confinement types: everyday objects offer reliable stat bonuses, while rarer items confer specialized abilities like area-of-effect spells or status inflictions. Players can also fuse multiple phantoms into one object, merging their stats, skills, and effects into a single, amplified unit that showcases combined powers, such as a and mage hybrid delivering enhanced physical-magic hybrid attacks.

Progression and customization

Players recruit new phantoms primarily by defeating enemy units during battles or through specific story events, which unlocks their classes for future summoning. and owl classes become available after defeating just one enemy of that type, while monster classes require defeating 20 to unlock. Certain classes, such as the Archer or Bottle Mail, are only accessible by exploring themed random dungeons generated with female or weird attributes, emphasizing strategic enemy targeting for roster expansion. The leveling system enables phantoms to grow by earning experience points (EXP) from battle participation, with each level-up improving core stats like HP, ATK, and DEF based on class-specific growth rates—for instance, Golems start with high HP (26 base) while Dragons favor ATK (16 base). Stat potential includes a randomization factor of ±15% per unit, and accumulated EXP influences long-term development. To optimize growth, players can reincarnate phantoms using rare items like Eggs (obtained by overkilling enemies) or Changebooks (from dungeons or events), resetting the unit to level 1 while preserving learned skills and applying permanent bonuses to future stat gains, allowing for stat redistribution and class changes to create hybrid builds. Customization extends beyond leveling through fusion mechanics, where phantoms or items are combined at the hub to transfer skills, abilities, and stat modifiers—skills themselves are acquired by repeatedly performing actions in battle, such as attacking for aptitudes. Equipping items like swords boosts relevant stats (e.g., ATK increases), and repeated fusions enhance gear with additive effects, such as +5% or +10% bonuses using special Combo items. Subclasses emerge from , enabling phantoms to adopt new roles while retaining prior skills, fostering diverse party compositions without traditional job trees. Random dungeons, generated by the Dungeon Monk using accumulated battle points, provide essential farming opportunities outside the main story, featuring procedurally created floors (up to 99) with variable enemy levels, map sizes, and environmental effects like slippery or bouncy for added challenge. These dungeons facilitate item acquisition, level grinding, and rare recruitment, with clear bonuses including elevated EXP multipliers based on performance metrics such as speed or enemy defeats, akin to a bonus gauge system that rewards efficient play with escalating rewards.

Characters

Main characters

Marona is the protagonist of Phantom Brave, a 13-year-old orphaned girl known as a Chroma due to her innate ability to communicate with and summon phantoms, the spirits of the deceased. Living on Phantom Isle in the world of Ivoire, she faces persecution and is derogatorily called "the Possessed One" by society, which fears her powers inherited from her late parents. Despite this isolation, Marona maintains a cheerful, optimistic, and kind-hearted personality, using her gifts to run a phantom-summoning service called Phantom Savers alongside her guardian, helping clients resolve supernatural issues for compensation. Her narrative importance revolves around themes of , , and perseverance, as she forms alliances to greater threats while seeking a place in the world. In , Marona's abilities center on confining phantoms to objects, animals, or characters on the battlefield, granting them temporary forms and powers; however, confinements have strict turn limits (typically 3 to 10 turns based on the phantom's level and the object's strength) to balance strategic deployment. Ash serves as Marona's devoted phantom guardian and constant companion, the spirit of a young Chroma who perished alongside his parents while shielding the family from a monstrous attack. Invisible to most humans unless he chooses otherwise, Ash exhibits a protective, just, and stoic demeanor, communicating solely with Marona in limited, supportive dialogue that underscores their deep bond. His role emphasizes unwavering and quiet heroism, often sacrificing himself to safeguard Marona during crises, which ties into the story's exploration of guardianship and the . As a playable phantom of the unique "Phantom" class, Ash possesses the "Ability of the Water Dragon, Eccarlate," enabling versatile combat options when confined, though like all phantoms, he dissipates after his turn limit expires unless re-confined. Walnut is a boisterous pirate who allies with Marona early in the story, providing crucial naval support and through his brash, self-assured personality. As the leader of a ragtag of phantoms, he joins Phantom Savers after Marona aids his ship, contributing to missions involving voyages and treasure hunts that advance the plot's episodic structure. His narrative significance lies in representing camaraderie and redemption among outcasts, as he helps Marona navigate human-phantom relations. Walnut's abilities include summoning members of his pirate as additional phantoms during battles, allowing for dynamic group tactics; these summons inherit his seafaring expertise, excelling in physical attacks and item fusion for enhanced customization. Castile is Marona's closest human friend and a key figure symbolizing unconditional acceptance amid , a 14-year-old girl afflicted with a severe, unspecified illness that confines her to a . Living on the mainland, she displays a gentle, dutiful, and compassionate nature, offering emotional support to Marona despite her own vulnerabilities and serving as a moral anchor in the story's themes of and . Her role highlights the personal stakes of Marona's journey, as efforts to cure Castile's condition intertwine with larger conflicts, fostering growth in duty and resilience.

Supporting characters

Sulphur serves as the primary , a demonic entity known as the Lord of Terror that invaded the world of Ivoire thirty years prior to the main events, causing widespread destruction and the deaths of many, including the families of key figures like Sprout. Its manipulative nature is evident in its ability to possess and corrupt individuals, such as and Sprout, turning them into dark versions of themselves to further its influence and summon monsters across the islands. Sulphur's role culminates in the final confrontation on the Isle of , where it represents the ultimate threat to the world's balance, having been temporarily sealed by previous heroes but now resurrected to escalate the corruption. Sienna acts as a key ally and influential figure, serving as the landlady of Phantom Isle and owner of the Bottlemail Industry in Clutter Haven, which facilitates communication across the scattered islands. Her arc involves protecting the islands from Sulphur's encroaching corruption, as seen in her requests for aid against threats like mermen on Icicle Island and her efforts to rally support against the demon's return, drawing on her hidden past as one of the Nine Swords of Ivoire and possibly a Chroma with latent powers. Sienna's magical abilities and business acumen enable her to provide logistical support, including ships and resources, while her is highlighted in her competition with figures like over island ownership and her push to maintain harmony amid rising disasters. Sprout is portrayed as a young and phantom, one of the Nine Swords of Ivoire and the apprentice to , whose initial naivety stems from his tragic past—his family was killed by Sulphur years earlier, fueling his drive for justice. His growth arc transforms him from a somewhat impulsive into a heroic figure, as he aids in battles against cursed foes and eventually confronts his own possession by Sulphur, emerging redeemed and contributing the Holy Sword Heliotrope to the fight against the . Sprout's conflicts often revolve around his loyalty to and his internal struggle with darkness, marking his evolution through key episodes where he provides combat support and on the world's lore. Raphael functions as a complex supporting character, the cardinal of the Church of Baphrant, whose apparent corruption and political intrigue mask his true identity as a Chroma and one of the original Braves who once battled Sulphur. His betrayal elements arise from an impersonation by dark forces early in the story, leading to confrontations, but he ultimately reveals his heroic nature by allying with Marona against Sulphur's minions and providing guidance on sacred weapons like the Heliotrope. Raphael's role emphasizes themes of deception and redemption, as his church's influence drives quests involving seals and possessions, culminating in his purification after battling his dark counterpart. Other island inhabitants serve primarily as quest-givers, each contributing unique elements to the narrative through missions that often lead to the of specialized phantoms. For instance, Count Malt on Frigidia requests investigations into ancient seals, tying into Sulphur's lore and enabling the of golem-like phantoms for defensive roles. , the self-proclaimed "Island Collector" of Clutter Haven and Mt. Kazan, issues challenges over territory that facilitate the of monster phantoms, such as those from his , while highlighting rivalries in island governance. The Elder of Windmill Promontory on provides quests against phantom infestations, leading to the of wind-affinity phantoms, and offers insights into legendary figures like Scarlet the Brave. Figures like President Hogg of Bamboo Co. on Verdant Guardiana and the circus ringmaster Hamm further expand these dynamics, with quests involving beast tamers and healers that unlock animal and support-oriented phantom recruits, enriching the world's conflicts without direct ties to the protagonists' core journey.

Development

Concept and design

Nippon Ichi Software developed Phantom Brave as an experimental tactical role-playing game following the success of Disgaea: Hour of Darkness, aiming to innovate within the genre by introducing the unique phantom confinement system. This mechanic allows players to summon phantoms—spirits of the deceased—by binding them to environmental objects on the battlefield, such as rocks or trees, which alter their abilities based on the object's properties. The system's design emphasizes strategic depth through temporary possessions, drawing inspiration from themes of loss and emotional attachment, as phantoms represent lingering bonds with the departed, central to the protagonist Marona's journey as an orphan stigmatized for her ability to commune with them. Director and programmer Yoshitsuna spearheaded the game's core innovations, particularly the gridless movement system, which grants characters free-range navigation across the rather than restricting them to a traditional grid, fostering a sense of tactical freedom and unpredictability in combat. Kobayashi described the gridless and confinement mechanics as a "revolution of its genre," evolving from prior Nippon Ichi titles to prioritize fluid strategy over rigid positioning. This approach was intended to differentiate Phantom Brave from conventional tactical RPGs, allowing for emergent gameplay where environmental interactions become pivotal. The narrative's emotional core was shaped by scenario writer Sōhei Niikawa, who emphasized bonds between the living and the dead. Niikawa's writing, advised by Shinichi Ikeda, weaves themes of and into Marona's story, portraying her as a misunderstood mediator who forms deep connections with her phantom allies despite societal rejection. This focus on heartfelt relationships and the afterlife's lingering ties sets Phantom Brave apart from the more humorous tone of Nippon Ichi's other works, prioritizing poignant character-driven moments. Artist Takehito Harada contributed the game's distinctive visual style, employing hand-drawn anime aesthetics with expressive character portraits and dynamic sprites that convey emotional nuance. Harada's designs feature a cartoony yet evocative look, blending cute, whimsical elements with subtle melancholy to underscore the themes of loss, as seen in Marona's innocent yet burdened appearance and the ethereal forms of phantoms. This art direction enhances the game's intimate, folklore-inspired atmosphere, making characters feel alive and attached to their spectral counterparts.

Production

Development of Phantom Brave commenced in 2003 at , with Sōhei Niikawa credited as producer overseeing the project's direction. The core development team included chief programmer and designer Yoshitsuna Kobayashi, who handled key technical implementation, alongside scenario writer Sōhei Niikawa. This marked an early effort by the studio to expand its tactical RPG portfolio following successes like , emphasizing innovative mechanics tailored to the platform. A primary technical focus was the implementation of the Chroma system, enabling players to confine phantom units to objects or terrain for strategic advantages, which required efficient to handle variable unit stats and animations without exceeding the PS2's hardware constraints. Similarly, the random generator was developed to create procedurally varied levels for grinding and item acquisition, optimizing procedural algorithms to ensure smooth generation and navigation on the limited 32 MB of system RAM available. These elements pushed the console's capabilities, balancing depth with stability during extended play sessions. The was composed by Tenpei Sato, utilizing orchestral arrangements to convey the narrative's themes of loss and resilience through melancholic motifs in tracks like "The End of this Passionate Feeling" and heightened intensity in battle cues such as "Violent Emotion." The title theme, "Angel Breath," features ethereal vocals by Serena, setting a poignant tone that recurs throughout the score to underscore emotional pivotal moments. Sato's work, recorded with a full ensemble, integrated flutes, violins, and percussion to evoke both serenity and urgency, enhancing the game's atmospheric islands setting. Voice recording for the Japanese version highlighted child performer as Marona, whose portrayal captured the character's vulnerability and growth amid supernatural challenges. The North American localization, handled by NIS America, preserved this Japanese audio track alongside English subtitles for dialogue and menus.

Release

Original release

Phantom Brave was initially released for the in on January 22, 2004, developed and published by . The game launched in on August 31, 2004, localized, published, and marketed by NIS America, Inc., a of . In , it arrived later on February 4, 2005, published by Ltd. The North American version represented an early effort by NIS America to bring Nippon Ichi titles directly to Western markets, following prior releases handled by third-party publishers like . European editions, handled separately by , adapted the content for PAL regions. NIS America marketed Phantom Brave as a distinctive emphasizing innovative phantom summoning and free-roaming battlefields, positioning it as a fresh evolution in the strategy RPG genre. The standard edition came on a single disc, while early North American printings offered a bundled with a bonus soundtrack CD containing 15 tracks from the game.

Remakes and ports

The first remake of Phantom Brave, titled Phantom Brave: We Meet Again, was developed for the Nintendo Wii by Nippon Ichi Software and published by NIS America. Released in Japan on March 12, 2009, and in North America on August 14, 2009, it expanded the original game with a new storyline called "Another Marona," which introduces an alternate perspective on the protagonist Marona and adds characters such as the confident fighter Carona, a more assertive version of Marona herself. The Wii version also includes a redesigned user interface, widescreen support, additional skills and items, and quality-of-life improvements like easier access to grinding maps for character progression. These enhancements provided returning players with fresh narrative depth while maintaining the core confine mechanics, distinguishing it from the PlayStation 2 original by emphasizing story expansion over major gameplay overhauls. A portable adaptation followed for the (PSP), known as Phantom Brave: The Hermuda Triangle, which incorporated all content from the remake while adding platform-specific optimizations. Published by in on October 28, 2010, and by NIS America in on March 8, 2011, and on March 9, 2011 (digital-only), it featured touch screen controls for navigating menus and the world map, alongside minor bug fixes and five new cameo characters from other Nippon Ichi titles, such as Pringer X and a Prinny. The PSP version retained the "Another Marona" scenario and dual audio options (English and Japanese) from the port, but focused on accessibility for handheld play without introducing significant new story elements. Subsequent ports brought the game to modern platforms, compiling content from prior versions into enhanced editions. The PC release on , launched on July 25, 2016, by NIS America, serves as a definitive edition including all expansions from the and PSP remakes, with adjustable resolution and controller support. In 2021, it was re-released on as part of Prinny Presents NIS Classics Volume 1 on August 31, alongside Soul Nomad & the World Eaters, adding achievements and portable play optimized for the hybrid console. The most recent remaster, Phantom Brave: The Hermuda Triangle Remastered for , arrived digitally on November 7, 2024, featuring HD visuals with higher-resolution textures, support for frame rates up to 120 FPS, a battle speed-up option for 2x faster animations, autosaves after episodes, and rewind functionality during turns to improve quality-of-life. These later ports prioritize technical upgrades and refinements, such as streamlined menus and achievement systems, over new narrative additions seen in the Wii version.

Reception

Critical reception

Upon its release, the PlayStation 2 version of Phantom Brave garnered generally favorable reviews, achieving a Metacritic score of 81/100 based on 40 critics. IGN praised the game's innovative phantom confine system, which allows players to bind spirits to objects for tactical flexibility, awarding it 8.6/10 and highlighting its strategic depth as a standout feature among strategy RPGs. However, reviewers frequently criticized the title for its steep difficulty spikes and repetitive battle structures, which could frustrate players despite the core mechanics' appeal. The Wii port, Phantom Brave: We Meet Again, received a positive aggregate score of 81/100 on . It was lauded for incorporating additional story content that expanded on the original's emotional narrative about Marona and her phantom companions, with giving it an 8/10 for its engaging adventure and satisfying length. Some outlets, however, pointed out control issues stemming from the implementation, which occasionally hindered precise unit management in battles. Subsequent ports, including the PSP's Phantom Brave: The Hermuda Triangle (released in in 2010 and in 2011; 65/100 on ), PC edition (76/100), and Nintendo Switch version in Prinny Presents NIS Classics Volume 1 (72/100), earned mixed to favorable reception overall. These versions were appreciated for their portability and quality-of-life updates, such as improved interfaces on PC and Switch, making the game more accessible for modern audiences; the PC port in particular received praise for enhanced resolution and widescreen support alongside strong user scores (8.2/10). Critics often noted a lack of substantial new content beyond graphical enhancements, leading to scores in the 70-80 range and recommendations primarily for series newcomers seeking on-the-go play. Across all versions, Phantom Brave earned acclaim for its heartfelt story exploring themes of isolation and companionship, as well as the depth of its system that encourages creative unit fusion and positioning. Detractors commonly highlighted the repetitive nature of grinding-heavy battles and overall high difficulty curve as barriers to broader appeal. The series has influenced Nippon Ichi Software's RPG design, emphasizing phantom-based mechanics in later titles. This legacy continued with the 2025 sequel Phantom Brave: The Lost Hero (77/100 on ), which builds directly on the original's confine and fusion systems while introducing gridless maps and expanded character customization.

Commercial performance

Phantom Brave for the achieved sales of approximately 149,000 units in during 2004, ranking 84th among titles that year according to data. According to VGChartz estimates, the game sold approximately 140,000 units worldwide, including around 70,000 in , 50,000 in , and 20,000 in . This performance marked modest success in the Western market, helping establish America (NIS America) as a key publisher of niche tactical RPGs following their debut with La Pucelle: Tactics. Subsequent ports expanded accessibility but maintained the series' niche appeal. The Wii version, Phantom Brave: We Meet Again (2009), and the PSP iteration, Phantom Brave: The Hermuda Triangle (Japan 2010; North America 2011), reflected steady but limited demand within the tactical RPG genre, with VGChartz estimating low North American sales for the Wii port (under 10,000 units). The 2016 PC port further contributed, with over 81,000 units sold on Steam alone. Cross-promotion through shared elements with the more popular Disgaea series bolstered visibility among existing fans, aiding these releases despite the genre's specialized audience. Digital re-releases, including inclusion in Prinny Presents NIS Classics Volume 1 for and PC in 2021, have sustained long-term interest in the title. The 2024 PlayStation 5 remaster, Phantom Brave: The Hermuda Triangle Remastered, released on November 7, has seen modest commercial performance consistent with the series' niche appeal.

References

  1. https://strategywiki.org/wiki/Phantom_Brave:_We_Meet_Again/New_features
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